Time |
Nick |
Message |
00:12 |
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01:13 |
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01:13 |
sofar |
wheps, didn't see I left here |
01:13 |
sofar |
got a problem with minetest.compress/decompress |
01:13 |
sofar |
files written on windows are not processable on linux |
01:14 |
sofar |
https://github.com/sofar/luscious/issues/2#issuecomment-355088870 |
01:14 |
sofar |
known limitation? |
01:14 |
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01:15 |
sfan5 |
nope |
01:15 |
sfan5 |
should definitely not be happening |
01:16 |
sofar |
i couldn't `zcat` them either |
01:17 |
sofar |
and I've used the method before on compressed files made by minetest |
01:17 |
sofar |
so I know that works |
01:18 |
sfan5 |
doesn't zcat only take gzip input? |
01:18 |
sfan5 |
because what minetest produces is zlib (no gzip header) |
01:20 |
sofar |
we use minetest.compress in itb |
01:20 |
sofar |
118.box.gz: zlib compressed data |
01:20 |
sofar |
that's the blob I get out of sqlite where we store it |
01:20 |
sofar |
# zcat 118.box.gz |wc -c |
01:20 |
sofar |
198369 |
01:20 |
sofar |
no issues |
01:20 |
sofar |
I wonder if the method matters |
01:21 |
sofar |
we explicitly use "deflate" in itb |
01:21 |
sfan5 |
does gzip -d <118.box.gz work? |
01:21 |
rubenwardy |
<sfan5> doesn't zcat only take gzip input? |
01:21 |
sfan5 |
and no the method is ignored |
01:21 |
rubenwardy |
you want zless for both types of input, as zcat doesn't work with plain text |
01:21 |
sofar |
gzip -d < .... works |
01:21 |
sfan5 |
well idk anymore |
01:22 |
sofar |
hehe, well, me neither :) |
01:23 |
sofar |
commuting, maybe I'll see later what the heck is up with the windows-created files |
01:23 |
sofar |
my bet, MT core messes up network order |
01:23 |
sofar |
or something like that |
01:24 |
sofar |
afk |
01:28 |
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01:35 |
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01:54 |
paramat |
tested #6838 needs reviews, it and #6765 have a new approach to these bugs now, see https://github.com/minetest/minetest/pull/6765#issuecomment-355017397 |
01:54 |
ShadowBot |
https://github.com/minetest/minetest/issues/6838 -- Fix ambient occlusion by numberZero |
01:54 |
ShadowBot |
https://github.com/minetest/minetest/issues/6765 -- Add more neighbors on mesh update by numberZero |
01:54 |
paramat |
6838 now fixes the dark line bug and the occlusion bug |
02:03 |
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02:26 |
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02:55 |
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03:28 |
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04:26 |
paramat |
merging #6875 trivial docs |
04:26 |
ShadowBot |
https://github.com/minetest/minetest/issues/6875 -- Mgv7: Add docs for the new floatland exponent parameter by paramat |
04:28 |
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04:32 |
paramat |
merged |
04:48 |
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07:04 |
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07:20 |
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07:21 |
nerzhul |
merging #6087 now |
07:21 |
ShadowBot |
https://github.com/minetest/minetest/issues/6087 -- [CSM] Don't load the IO library. by red-001 |
07:24 |
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13:17 |
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13:25 |
nerzhul |
hi, merging trivial #6855 now |
13:25 |
ShadowBot |
https://github.com/minetest/minetest/issues/6855 -- Fix Wstringop-overflow warning from util/srp.cpp by HybridDog |
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14:22 |
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14:37 |
Wayward_One |
#6876 |
14:37 |
ShadowBot |
https://github.com/minetest/minetest/issues/6876 -- Prevent Android from automatically locking display by Wayward1 |
14:37 |
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19:09 |
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19:15 |
Hijiri |
reviews for #6688? |
19:15 |
ShadowBot |
https://github.com/minetest/minetest/issues/6688 -- Custom particle generators for particle spawners by raymoo |
19:15 |
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19:47 |
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20:03 |
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20:04 |
paramat |
please can #6838 be reviewed? high priority bugfix, needs another +1 |
20:04 |
ShadowBot |
https://github.com/minetest/minetest/issues/6838 -- Fix ambient occlusion by numberZero |
20:07 |
paramat |
it now also fixes the long dark lines on the landscape |
20:18 |
nerzhul |
merging #6876 |
20:18 |
ShadowBot |
https://github.com/minetest/minetest/issues/6876 -- Prevent Android from automatically locking display by Wayward1 |
20:20 |
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20:27 |
paramat |
i suggest considering numberzero as a new dev |
21:13 |
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21:18 |
paramat |
thanks Krock #6853 updated. would you like me to explain in the thread how the PR works to make review easier? am happy to |
21:18 |
ShadowBot |
https://github.com/minetest/minetest/issues/6853 -- Biomes: Add vertical biome blend by paramat |
21:19 |
Krock |
sorry? "how the PR works"? That's your PR |
21:25 |
red-001 |
lol |
21:29 |
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21:32 |
paramat |
erm i mean, explain the implementation more clearly if that helps review progress :} |
21:36 |
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21:36 |
paramat |
added some info to help reviewers to #6455 which is also ready |
21:36 |
ShadowBot |
https://github.com/minetest/minetest/issues/6455 -- Get biome id at pos by paramat |
21:42 |
paramat |
is there any preference in MT code for using, for example, a 'u8'/'u16'/'s16' etc. instead of an 'int' for a variable? |
21:42 |
red-001 |
seems so |
21:43 |
paramat |
indeed |
21:43 |
red-001 |
int doesn't have the same size on all platforms so you need to use it for network |
21:44 |
red-001 |
not sure why it gets used so much in other code |
21:45 |
rubenwardy |
"optimisation" probably |
21:45 |
Krock |
paramat, 6455 should probably wait for 6853 to possibly make use of BiomeGenOriginal::calcBiomeFromNoise to not have duplicated code |
21:46 |
paramat |
i've noticed old MT code has ints, newer code tends to avoid them |
21:46 |
paramat |
Krock yes |
21:46 |
red-001 |
nerzhul, good spot totally missed that |
21:46 |
red-001 |
easy to forget insert doesn't replace existing data |
21:47 |
Krock |
s32 should be used instead of int, as it ensures being 32 bits wide. Especially important for networking code ofc |
21:47 |
rubenwardy |
paramat, probably because nerzhul insists on them in reviews |
21:49 |
paramat |
heh |
21:50 |
nerzhul |
paramat, use the alias is very important and also ensure we have consistency in binary types, yes for network but also databases |
21:50 |
paramat |
i guess less memory use? |
21:50 |
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21:50 |
paramat |
as a tiny advantage |
21:51 |
red-001 |
nerzhul, any idea why block transfer is so slow? |
21:51 |
nerzhul |
also yes |
21:51 |
nerzhul |
red-001, on which part ? |
21:51 |
nerzhul |
network ? map loading ? |
21:51 |
red-001 |
not sure that why I ask |
21:51 |
nerzhul |
gzip comprssion is the huge bottleneck |
21:51 |
nerzhul |
90% of network transfer time is comprss/decomprss gz |
21:51 |
nerzhul |
:p |
21:52 |
nerzhul |
same for mapblock load, it's around 75% |
21:52 |
red-001 |
it's like the biggest user experince issue on desktop imo |
21:54 |
nerzhul |
yes, especially in singleplayer mode |
21:54 |
sofar |
cpu for compression may not be a problem |
21:55 |
nerzhul |
sofar, just run callgrind and laugh :D |
21:55 |
sofar |
the important factor is "how much latency does it give" |
21:55 |
nerzhul |
changing it to LZ4 make mapblock loading blazing fast |
21:55 |
paramat |
\O/ |
21:55 |
sofar |
just don't -9? |
21:55 |
sofar |
you can compress faster with zlib too |
21:56 |
nerzhul |
i did it two years ago on my fork it's nice, but it's a little bit slower on bad network connection because it comprss a little bit less |
21:56 |
nerzhul |
sofar, we don't use -9 in MT |
21:56 |
red-001 |
I wonder what effect the local loopback has in singleplayer |
21:56 |
sofar |
the default is max compression in zlib, I think |
21:56 |
nerzhul |
the client loopback you mean red-001? |
21:56 |
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21:56 |
sofar |
does the client compress? |
21:57 |
sofar |
I don't think it should even have to |
21:57 |
nerzhul |
we pass -1 |
21:57 |
red-001 |
yea like how much faster it would be if it passed the data directly between the threads |
21:57 |
red-001 |
like even just the networkpacket object |
21:57 |
nerzhul |
red-001, shared buffer :p |
21:57 |
nerzhul |
but it break the client/server model |
21:58 |
red-001 |
not really |
21:58 |
nerzhul |
#define Z_DEFAULT_COMPRESSION (-1) |
21:58 |
nerzhul |
it should be 5 then |
21:59 |
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21:59 |
numzero |
nerzhul, types like s32 can't be used in network/database code anyway due to endianness |
22:00 |
nerzhul |
numzero, it's not our problem it's libpq and libsqlite problem |
22:00 |
nerzhul |
but yes for network and we have the writeU32 writeS32 etc wrappers for this |
22:01 |
numzero |
and in other code, binary compatibility is irrelevant |
22:01 |
numzero |
there are no binary modules AFAIK |
22:01 |
nerzhul |
binary compat is on the distro level |
22:02 |
nerzhul |
you will never run a BSD binary on Linux (invert is possible there is a linuxlator) |
22:02 |
numzero |
yes, but that's a different problem |
22:03 |
numzero |
MT provides no ABI, does it? |
22:03 |
nerzhul |
no |
22:04 |
nerzhul |
it's only a binary there is no library |
22:04 |
sofar |
it is not a DSO |
22:04 |
sofar |
nor does it dlopen() |
22:05 |
numzero |
so why would you ever care of changes in types not used in serialization? |
22:05 |
sofar |
nerzhul: did you see about minetest.compress output not being portable? |
22:06 |
sofar |
write a file on windows, read it on linux == corrupt zlib data |
22:07 |
sofar |
https://github.com/sofar/luscious/issues/2#issuecomment-355172600 |
22:07 |
nerzhul |
sofar, yeah i see it |
22:07 |
nerzhul |
i did this test 1 year ago |
22:07 |
sofar |
I'm shocked |
22:07 |
nerzhul |
i published a MTS on my BSD server and i was unable to import it on Linux :p |
22:07 |
sofar |
that's even worse |
22:07 |
nerzhul |
ofc it's very bad |
22:08 |
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22:11 |
numzero |
btw, there are also types like std::uint_fast16_t |
22:12 |
nerzhul |
numzero, yeah i just the std:: types but MT doesn't use it and we are bound to irrlicht types |
22:12 |
numzero |
you just what? |
22:13 |
nerzhul |
i like* |
22:13 |
nerzhul |
:p |
22:13 |
red-001 |
can someone give me an example of a mod that shows a new formspec without closing the old one? |
22:14 |
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22:14 |
numzero |
anyway, while I can understand using u* types in structs like MapNode, where that can save a lot of RAM, I don't understand using them everywhere, up to loop counters |
22:15 |
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22:16 |
nerzhul |
use less memory everywhere |
22:16 |
nerzhul |
we have many memory usage in a correct gaming usage (> 1GB !) each memory segment should be optimized |
22:17 |
numzero |
local variables don't consume memory per se |
22:17 |
nerzhul |
i know lua is one of the main server problem because modders doesn't care about memory, but if we can optimize MT to run on less memory it's good (also android is one of our target and doesn't have 8GB memory) |
22:17 |
numzero |
stack is allocated already |
22:17 |
nerzhul |
i never trust the compiler to properly handle that |
22:18 |
numzero |
it can't optimize structs |
22:18 |
numzero |
because that would violate some rules |
22:18 |
numzero |
but it can optimize local vars, and even if it doesn't, that's tiny amount in comparison to that 1 GiB |
22:19 |
nerzhul |
i tend to prefer controlling maximum things instead of letting compiler doing everything for me, heh :p |
22:19 |
nerzhul |
numzero, you are right, but there is no tiny profit :p |
22:19 |
numzero |
btw, I have an idea of how to optimize meshgen memory usage |
22:19 |
numzero |
and speed |
22:19 |
nerzhul |
personnaly it's simple for me, if i know range i use the correct container |
22:19 |
nerzhul |
nice |
22:20 |
numzero |
nerzhul, the downside is that you actually prevent the compiler from optimizing things |
22:20 |
numzero |
(maybe) |
22:20 |
numzero |
not for memory, more like for performance |
22:21 |
numzero |
but that's important as well |
22:21 |
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22:21 |
numzero |
*for speed |
22:22 |
nerzhul |
for integer i'm pretty sure he does it if he can |
22:22 |
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22:22 |
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22:22 |
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22:25 |
red-001 |
there is a really good chance most of the local ints are just stored in cpu registers |
22:25 |
numzero |
red-001, true |
22:26 |
red-001 |
like 99.8% for loops |
22:27 |
numzero |
only disassembling can help |
22:27 |
numzero |
I will probably do that, but certainly not now |
22:28 |
numzero |
btw nerzhul, did you noticed add_node(int ...)? |
22:28 |
red-001 |
numzero, help what? |
22:28 |
numzero |
help to understand what does actually happen |
22:29 |
nerzhul |
i don't use that function |
22:29 |
nerzhul |
(currently i'm working on the Game class refactor |
22:29 |
rubenwardy |
) |
22:32 |
numzero |
oohhh... that's a big work |
22:32 |
nerzhul |
it's not simple but i first create a GameUI class and pushed all texts to it |
22:33 |
nerzhul |
and added some first unittests, but i cannot test all because i didn't get time to find if we can use irrlicht nulldevice to instanciate components without UI |
22:34 |
rubenwardy |
you certainly can, not sure what happens if you try to render though |
22:34 |
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22:34 |
nerzhul |
the problem i get is i cannot instanciate any component because there is no driver currently, and then test the component modifications |
22:34 |
nerzhul |
but if i solve this problem we should be able to unittest many UI parts |
22:34 |
nerzhul |
i think i will look at this on another PR |
22:35 |
nerzhul |
#6872 is sufficiently huge :p |
22:35 |
ShadowBot |
https://github.com/minetest/minetest/issues/6872 -- [WIP] Refactor Game class to extract GameUI part by nerzhul |
22:35 |
nerzhul |
it's not perfect but at least it enhances things for a first step |
22:36 |
nerzhul |
and game.cpp lost 320 lines of code |
22:36 |
nerzhul |
4500 remaining lol |
22:36 |
red-001 |
rm game.cpp |
22:36 |
rubenwardy |
rm * |
22:37 |
red-001 |
nerzhul, what did you change, just extract the formspec stuff? |
22:37 |
nerzhul |
no |
22:37 |
red-001 |
crash_and_catch_fire |
22:37 |
rubenwardy |
GameUI is HUD |
22:37 |
nerzhul |
formspec stuff is already outside it (except the main reference) |
22:37 |
nerzhul |
GameUI is hud yes |
22:37 |
nerzhul |
i should add minimap to it, maybe |
22:37 |
rubenwardy |
really it should be GameHUD, but that's confusing when you have HUD |
22:37 |
rubenwardy |
yeah |
22:38 |
rubenwardy |
HUD could become LuaHUD, except for the fact that the item hotbar is used by core. So LuaHUD isn't correct |
22:38 |
red-001 |
huh will this conflict with CSM hud stuff? |
22:38 |
rubenwardy |
it's meh anyway |
22:38 |
rubenwardy |
no |
22:38 |
rubenwardy |
nerzhul, make sure to define the role of any classes |
22:38 |
nerzhul |
red-001, no i'm not working on it |
22:39 |
nerzhul |
but the extract can permit to easily add CSM bindings to customize the position of the core elements :p |
22:40 |
red-001 |
?? who changed the CSM doc to be a txt file? |
22:40 |
nerzhul |
paramat, ? |
22:40 |
red-001 |
oh |
22:46 |
paramat |
yes =) see the PR for why |
22:49 |
red-001 |
alright I see, you have a good point, better to keep it as a .txt till github improves markdown support |
22:50 |
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22:50 |
paramat |
nerzhul #6838 is updated, if anyone +1s it i can merge it later with #6853 |
22:50 |
ShadowBot |
https://github.com/minetest/minetest/issues/6838 -- Fix ambient occlusion by numberZero |
22:50 |
ShadowBot |
https://github.com/minetest/minetest/issues/6853 -- Biomes: Add vertical biome blend by paramat |
22:52 |
nerzhul |
sorry paramat it's late i cannot look at this |
23:02 |
nerzhul |
#6872 is now ready for a merge |
23:02 |
ShadowBot |
https://github.com/minetest/minetest/issues/6872 -- Refactor Game class to extract GameUI by nerzhul |
23:10 |
nerzhul |
merging #6853 |
23:10 |
ShadowBot |
https://github.com/minetest/minetest/issues/6853 -- Biomes: Add vertical biome blend by paramat |
23:11 |
nerzhul |
PR is good |
23:12 |
nerzhul |
just a question, what is the 0.4.17 release state ? will this be released soon ? |
23:12 |
nerzhul |
i missed some things the last 2 months :p |
23:12 |
nerzhul |
i think we are a little bit late and some things can be nice for our customers (android included) |
23:13 |
red-001 |
if there isn't an issue with the formspec mimigation stuff that really should be backported |
23:13 |
nerzhul |
red-001, i think yes |
23:14 |
red-001 |
also what happened to that better linter I heard about? |
23:20 |
paramat |
no problem |
23:22 |
paramat |
sfan5 prefers to release 0.4.17 at 0.5.0 feature freeze, to include as many backports as possible |
23:23 |
sfan5 |
oh about the formspec mitigation PR |
23:23 |
sfan5 |
i'd prefer if this throw warnings for now |
23:23 |
sfan5 |
we can then ask owners of popular servers to run this patch and report the results |
23:23 |
sfan5 |
then if we're sure that this does not accidentally break common cases (it shouldn't, but you never know), it can be set to reject suspicious things |
23:24 |
red-001 |
can't really do this that way, I change the name thats sent to the client |
23:24 |
sfan5 |
oh |
23:24 |
sfan5 |
but |
23:24 |
sfan5 |
why not |
23:24 |
red-001 |
if I just passs it through it will sent stuff like "default:book_3344653" to lua |
23:25 |
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23:26 |
red-001 |
well I guess I could just store the name and not bother to give each formspec a uid |
23:27 |
red-001 |
the uid doesn't really do much expect make it a bit harder to submit the formspec, you need to get the server to tell the client to open it and copy the uid it sends to you |
23:39 |
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Fixer joined #minetest-dev |